/Engine/Source/Runtime/Engine/Classes/Components/ActorComponent.h
UPrimitiveComponent
class UActorComponent : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IInterface_AssetUserData](API\Runtime\Engine\Interfaces\IInterface_AssetUserData)
TArray<TObject...
AssetUserData
Array of user data stored with the component
uint8: 1
bAllowAnyoneToDestroyMe
Can this component be destroyed (via K2_DestroyComponent) by any parent
uint8: 1
bAllowConcurrentTick
Can we tick this concurrently on other threads?
uint8: 1
bAllowReregistration
Check whether the component class allows reregistration during ReregisterAllComponents
uint8: 1
bAutoActivate
Whether the component is activated at creation or must be explicitly activated.
uint8: 1
bAutoRegister
Does this component automatically register with its owner
uint8:  1
bCanEverAffectNavigation
Whether this component can potentially influence navigation
uint8: 1
bEditableWhenInherited
True if this component can be modified when it was inherited from a parent actor class
uint8: 1
bIsEditorOnly
If true, the component will be excluded from non-editor builds
uint8:  1
bNavigationRelevant
Cached navigation relevancy flag for collision updates
uint8: 1
bNetAddressable
Is this component safe to ID over the network by name?
uint8: 1
bNeverNeedsRenderUpdate
If true, this component never needs a render update.
uint8: 1
bPhysicsStateCreated
If the physics state is currently created for this component
uint8: 1
bRegistered
Indicates if this ActorComponent is currently registered with a scene.
uint8: 1
bRenderStateCreated
If the render state is currently created for this component
uint8:  1
bReplicateUsingRegisteredSubObjectList
When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.
uint8: 1
bTickInEditor
Should this component be ticked in the editor
uint8: 1
bWantsInitializeComponent
If true, we call the virtual InitializeComponent
TArray<FName>
ComponentTags
Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.
EComponentCreat...
CreationMethod
Describes how a component instance will be created
FActorComponent...
OnComponentActivated
Called when the component has been activated, with parameter indicating if it was from a reset
FActorComponent...
OnComponentDeactivated
Called when the component has been deactivated
FActorComponent...
PrimaryComponentTick
Main tick function for the Component